当前位置: 首页>>代码示例>>C++>>正文


C++ hsTArray::SetCount方法代码示例

本文整理汇总了C++中hsTArray::SetCount方法的典型用法代码示例。如果您正苦于以下问题:C++ hsTArray::SetCount方法的具体用法?C++ hsTArray::SetCount怎么用?C++ hsTArray::SetCount使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在hsTArray的用法示例。


在下文中一共展示了hsTArray::SetCount方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: Harvest

//////////////////////////////////////////////////////////////////////
// Use the tree
//////////////////////////////////////////////////////////////////////
void plCullTree::Harvest(const plSpaceTree* space, hsTArray<int16_t>& outList) const
{
    outList.SetCount(0);
    if (!space->IsEmpty())
        IGetRoot()->IHarvest(space, outList);

}
开发者ID:cwalther,项目名称:Plasma-nobink-test,代码行数:10,代码来源:plCullTree.cpp

示例2: CollectForRender

void plSceneNode::CollectForRender(plPipeline* pipe, hsTArray<plDrawVisList>& levList, plVisMgr* visMgr)
{
    static hsTArray<int16_t> visList;
    visList.SetCount(0);
    pipe->HarvestVisible(GetSpaceTree(), visList);
    static hsTArray<int16_t> visSpans;
    visSpans.SetCount(0);

    int i;
    for( i = 0; i < visList.GetCount(); i++ )
    {
        int idx = visList[i];
        if( pipe->PreRender(fDrawPool[idx], visSpans, visMgr) )
        {
            plDrawVisList* drawVis = levList.Push();
            drawVis->fDrawable = fDrawPool[idx];
            drawVis->fVisList.Swap(visSpans);
        }
    }
}
开发者ID:Filtik,项目名称:Plasma,代码行数:20,代码来源:plSceneNode.cpp

示例3: Harvest

void plSceneNode::Harvest(plVolumeIsect* isect, hsTArray<plDrawVisList>& levList)
{
    static hsTArray<int16_t> visList;
    visList.SetCount(0);
    GetSpaceTree()->HarvestLeaves(isect, visList);
    static hsTArray<int16_t> visSpans;
    visSpans.SetCount(0);

    int i;
    for( i = 0; i < visList.GetCount(); i++ )
    {
        int idx = visList[i];
        fDrawPool[idx]->GetSpaceTree()->HarvestLeaves(isect, visSpans);
        if( visSpans.GetCount() )
        {
            plDrawVisList* drawVis = levList.Push();
            drawVis->fDrawable = fDrawPool[idx];
            drawVis->fVisList.Swap(visSpans);
        }
    }
}
开发者ID:Filtik,项目名称:Plasma,代码行数:21,代码来源:plSceneNode.cpp

示例4:

void pl3DPipeline::IAttachSlaveToReceivers(int which, plDrawableSpans* drawable, const hsTArray<int16_t>& visList)
{
    plShadowSlave* slave = fShadows[which];

    // Whether the drawable is a character affects which lights/shadows affect it.
    bool isChar = drawable->GetNativeProperty(plDrawable::kPropCharacter);

    // If the shadow is part of a light group, it gets handled in ISetShadowFromGroup.
    // Unless the drawable is a character (something that moves around indeterminately,
    // like the avatar or a physical object), and the shadow affects all characters.
    if (slave->ObeysLightGroups() && !(slave->IncludesChars() && isChar))
        return;

    // Do a space tree harvest looking for spans that are visible and whose bounds
    // intercect the shadow volume.
    plSpaceTree* space = drawable->GetSpaceTree();

    static hsBitVector cache;
    cache.Clear();
    space->EnableLeaves(visList, cache);

    static hsTArray<int16_t> hitList;
    hitList.SetCount(0);
    space->HarvestEnabledLeaves(slave->fIsect, cache, hitList);

    // For the visible spans that intercect the shadow volume, attach the shadow
    // to all appropriate for receiving this shadow map.
    for (size_t i = 0; i < hitList.GetCount(); i++)
    {
        const plSpan* span = drawable->GetSpan(hitList[i]);
        hsGMaterial* mat = drawable->GetMaterial(span->fMaterialIdx);

        // Check that the span isn't flagged as unshadowable, or has
        // a material that we can't shadow onto.
        if (!IReceivesShadows(span, mat))
            continue;

        // Check for self shadowing. If the shadow doesn't want self shadowing,
        // and the span is part of the shadow caster, then skip.
        if (!IAcceptsShadow(span, slave))
            continue;

        // Add it to this span's shadow list for this frame.
        span->AddShadowSlave(fShadows[which]->fIndex);
    }
}
开发者ID:H-uru,项目名称:Plasma,代码行数:46,代码来源:pl3DPipeline.cpp

示例5: GetVisibleSpans

void plPipelineViewSettings::GetVisibleSpans(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr)
{
    static hsTArray<int16_t> tmpVis;
    tmpVis.SetCount(0);
    visList.SetCount(0);

    drawable->GetSpaceTree()->SetViewPos(GetViewPositionWorld());

    drawable->GetSpaceTree()->Refresh();

    if (fCullTreeDirty)
        RefreshCullTree();

    const float viewDist = GetViewDirWorld().InnerProduct(GetViewPositionWorld());

    const hsTArray<plSpan *>    &spans = drawable->GetSpanArray();

    plProfile_BeginTiming(Harvest);
    if (visMgr)
    {
        drawable->SetVisSet(visMgr);
        fCullTree.Harvest(drawable->GetSpaceTree(), tmpVis);
        drawable->SetVisSet(nullptr);
    }
    else
    {
        fCullTree.Harvest(drawable->GetSpaceTree(), tmpVis);
    }

    // This is a big waste of time, As a desparate "optimization" pass, the artists
    // insist on going through and marking objects to fade or pop out of rendering
    // past a certain distance. This breaks the batching and requires more CPU to
    // check the objects by distance. Since there is no pattern to the distance at
    // which objects will be told not to draw, there's no way to make this hierarchical,
    // which is what it would take to make it a performance win. So they succeed in
    // reducing the poly count, but generally the frame rate goes _down_ as well.
    // Unfortunately, this technique actually does work in a few key areas, so
    // I haven't been able to purge it.
    if (fPipeline->IsDebugFlagSet(plPipeDbg::kFlagSkipVisDist))
    {
        int i;
        for (i = 0; i < tmpVis.GetCount(); i++)
        {
            if (spans[tmpVis[i]]->fSubType & fSubDrawableTypeMask)
            {
                visList.Append(tmpVis[i]);
            }
        }
    }
    else
    {
        int i;
        for (i = 0; i < tmpVis.GetCount(); i++)
        {
            if (spans[tmpVis[i]]->fSubType & fSubDrawableTypeMask)
            {
                // We'll check here for spans we can discard because they've completely distance faded out.
                // Note this is based on view direction distance (because the fade is), rather than the
                // preferrable distance to camera we sort by.
                float minDist, maxDist;
                if (drawable->GetSubVisDists(tmpVis[i], minDist, maxDist))
                {
                    const hsBounds3Ext& bnd = drawable->GetSpaceTree()->GetNode(tmpVis[i]).fWorldBounds;
                    hsPoint2 depth;
                    bnd.TestPlane(GetViewDirWorld(), depth);

                    if ((0 < minDist + viewDist - depth.fY) ||(0 > maxDist + viewDist - depth.fX))
                        continue;
                }

                visList.Append(tmpVis[i]);
            }
        }
    }
    plProfile_EndTiming(Harvest);
}
开发者ID:H-uru,项目名称:Plasma,代码行数:76,代码来源:plPipelineViewSettings.cpp

示例6: if

void pl3DPipeline::ICheckLighting(plDrawableSpans* drawable, hsTArray<int16_t>& visList, plVisMgr* visMgr)
{
    if (fView.fRenderState & kRenderNoLights)
        return;

    if (!visList.GetCount())
        return;

    plLightInfo* light;

    plProfile_BeginTiming(FindLights);

    // First add in the explicit lights (from LightGroups).
    // Refresh the lights as they are added (actually a lazy eval).
    plProfile_BeginTiming(FindPerm);
    for (size_t j = 0; j < visList.GetCount(); j++)
    {
        drawable->GetSpan(visList[j])->ClearLights();

        if (IsDebugFlagSet(plPipeDbg::kFlagNoRuntimeLights))
            continue;

        // Set the bits for the lights added from the permanent lists (during ClearLights()).
        const hsTArray<plLightInfo*>& permaLights = drawable->GetSpan(visList[j])->fPermaLights;
        for (size_t k = 0; k < permaLights.GetCount(); k++)
        {
            permaLights[k]->Refresh();
            if (permaLights[k]->GetProperty(plLightInfo::kLPShadowLightGroup) && !permaLights[k]->IsIdle())
            {
                // If it casts a shadow, attach the shadow now.
                ISetShadowFromGroup(drawable, drawable->GetSpan(visList[j]), permaLights[k]);
            }
        }

        const hsTArray<plLightInfo*>& permaProjs = drawable->GetSpan(visList[j])->fPermaProjs;
        for (size_t k = 0; k < permaProjs.GetCount(); k++)
        {
            permaProjs[k]->Refresh();
            if (permaProjs[k]->GetProperty(plLightInfo::kLPShadowLightGroup) && !permaProjs[k]->IsIdle())
            {
                // If it casts a shadow, attach the shadow now.
                ISetShadowFromGroup(drawable, drawable->GetSpan(visList[j]), permaProjs[k]);
            }
        }
    }
    plProfile_EndTiming(FindPerm);

    if (IsDebugFlagSet(plPipeDbg::kFlagNoRuntimeLights))
    {
        plProfile_EndTiming(FindLights);
        return;
    }

    // Sort the incoming spans as either
    // A) moving - affected by all lights - moveList
    // B) specular - affected by specular lights - specList
    // C) visible - affected by moving lights - visList
    static hsTArray<int16_t> tmpList;
    static hsTArray<int16_t> moveList;
    static hsTArray<int16_t> specList;

    moveList.SetCount(0);
    specList.SetCount(0);

    plProfile_BeginTiming(FindSpan);
    for (size_t k = 0; k < visList.GetCount(); k++)
    {
        const plSpan* span = drawable->GetSpan(visList[k]);

        if (span->fProps & plSpan::kPropRunTimeLight)
        {
            moveList.Append(visList[k]);
            specList.Append(visList[k]);
        }
        else if (span->fProps & plSpan::kPropMatHasSpecular)
        {
             specList.Append(visList[k]);
        }
    }
    plProfile_EndTiming(FindSpan);

    // Make a list of lights that can potentially affect spans in this drawable
    // based on the drawables bounds and properties.
    // If the drawable has the PropCharacter property, it is affected by lights
    // in fCharLights, else only by the smaller list of fVisLights.

    plProfile_BeginTiming(FindActiveLights);
    static hsTArray<plLightInfo*> lightList;
    lightList.SetCount(0);

    if (drawable->GetNativeProperty(plDrawable::kPropCharacter))
    {
        for (size_t i = 0; i < fCharLights.GetCount(); i++)
        {
            if (fCharLights[i]->AffectsBound(drawable->GetSpaceTree()->GetWorldBounds()))
                lightList.Append(fCharLights[i]);
        }
    }
    else
    {
//.........这里部分代码省略.........
开发者ID:H-uru,项目名称:Plasma,代码行数:101,代码来源:pl3DPipeline.cpp

示例7: ISplitPoly

plCullNode::plCullStatus plCullNode::ISplitPoly(const plCullPoly& poly, 
                                                plCullPoly*& innerPoly, 
                                                plCullPoly*& outerPoly) const
{
    static hsTArray<float> depths;
    depths.SetCount(poly.fVerts.GetCount());

    static hsBitVector onVerts;
    onVerts.Clear();

    hsBool someInner = false;
    hsBool someOuter = false;
    hsBool someOn = false;
    int i;
    for( i = 0; i < poly.fVerts.GetCount(); i++ )
    {
        depths[i] = fNorm.InnerProduct(poly.fVerts[i]) + fDist;
        if( depths[i] < -kTolerance )
            someInner = true;
        else if( depths[i] > kTolerance )
            someOuter = true;
        else 
        {
            someOn = true;
            onVerts.SetBit(i);
        }
    }
    if( !(someInner || someOuter) )
    {
        (innerPoly = ScratchPolys().Push())->Init(poly);
        (outerPoly = ScratchPolys().Push())->Init(poly);
        return kSplit;
    }
    else if( !someInner )
    {
        IMarkClipped(poly, onVerts);
        return kClear;
    }
    else if( !someOuter )
    {
        IMarkClipped(poly, onVerts);
        return kCulled;
    }


    // Okay, it's split, now break it into the two polys
    (innerPoly = ScratchPolys().Push())->Init(poly);
    (outerPoly = ScratchPolys().Push())->Init(poly);

    static plCullPoly scrPoly;

    static hsBitVector inVerts;
    static hsBitVector outVerts;

    IBreakPoly(poly, depths,
        inVerts,
        outVerts,
        onVerts,
        scrPoly);

    static hsTArray<int> inPolyIdx;
    inPolyIdx.SetCount(0);
    static hsTArray<int> outPolyIdx;
    outPolyIdx.SetCount(0);

    for( i = 0; i < scrPoly.fVerts.GetCount(); i++ )
    {
        if( inVerts.IsBitSet(i) )
        {
            inPolyIdx.Append(i);
        }
        else if( outVerts.IsBitSet(i) )
        {
            outPolyIdx.Append(i);
        }
        else
        {
            inPolyIdx.Append(i);
            outPolyIdx.Append(i);
        }
    }

    ITakeHalfPoly(scrPoly, inPolyIdx, onVerts, *innerPoly);

    ITakeHalfPoly(scrPoly, outPolyIdx, onVerts, *outerPoly);

    return kSplit;
}
开发者ID:cwalther,项目名称:Plasma-nobink-test,代码行数:88,代码来源:plCullTree.cpp

示例8: ClearReceivers

 plMsgWrap&                      ClearReceivers() { fReceivers.SetCount(0); return *this; }
开发者ID:branan,项目名称:Plasma,代码行数:1,代码来源:plDispatch.cpp


注:本文中的hsTArray::SetCount方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。